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I wonder why the C++ body does not consider things like reflection/introspection more important than the stuff they came up with. The main advantage (and proba
by pmarin 15y ago
I wonder why the C++ body does not consider things like reflection/introspection more important than the stuff they came up with.
The main advantage (and probably the unique) C++ has over other system languages like Objective C is the "near to C" performance and it does it maintaining the runtime at the minimum doing all his thing at compiling time. reflection/instrospection requires a more complex and slowly runtime.
- Jach 15y agoAre you saying there's no way to make it optional and, when it's not being used, maintain the same runtime speeds? Virtual functions are "costly" too, but C++ has them and it's considered poor form to not declare your destructor virtual.
- pmarin 15y agosincerely I don't know if is comparable the virtual function's overhead with the reflexion's overhead. Stroustrup answered a question about reflexion in this interview[1]: Have you ever considered adding reflection to C++? BS: Often. However, I have not seen an approach to full reflection directly supported by a language that didn't cause serious overheads. Also, reflection seems to encourage styles of programming that make it hard to determine what's going on from the source text and discourage static checking. I see that as a problem. Consequently, the C++ RTTI provides only the minimal information to determine the types of objects at run time. Where necessary, this can be used as a handle for more information about types (classes), but any such information is beyond what the standard guarantees[2]. [1] http://www2.research.att.com/~bs/omo_interview.html http://www2.research.att.com/~bs/omo_interview.html [2] I think he was talking about "type_info"
- malkia 15y agoMSVC Runtime already keeps names of the classes in the executable (browse the EXE and you would see it). Really the only loss there would be memory usage. And this can be all optional - where you can waste some memory, for more information about the code currently running - the better. There's already been such scarifies in C++ - exceptions, RTTI cannot be used everywhere - a xbox console would not handle C++ exceptions for example, yet you can still write in C++ (someone might argue that it's not C++ if it does not have exceptions)
- tomjen3 15y agoWell the issue is that virtual functions are only costly when they are used an it can (trivially) be determined at compile whether they are in use or not. On the other hand, you cannot determine if reflection will be used (not, at least without solving the halting problem) and so you have to generate the reflection code for everything.
- Game_Ender 15y agoAnd what is costly about the reflection code exactly? It is just some static structures with type information and function/data pointers. I fail to see how it can impact performance in anyway. The only side effect will be an increase in binary size.
- copper 15y ago> Virtual functions are "costly" too, but C++ has them and it's considered poor form to not declare your destructor virtual. It's a bit more subtle than that: a virtual destructor is only required when the class, or its base classes, already have another virtual function (and it's only really needed if another class inherits from it. hmm.) At that point, a virtual destructor doesn't add any more cost over and above the virtual function that's already defined.
- malkia 15y agoBut not putting one, using foreign code base might get you in trouble (resource leaking, not de-initializing certain piece of the parent, threads not closing, etc.). This would've been prevented if destructors were always virtual. My take is that if the compiler cannot make the decision, but it's left to you, in this case it's better to always have the virtual destructors ON. The problem is more visual than analytical - you would have to dig through the whole hierarchy in several files to understand whether you need to put a virtual destructor or not. Compiler/Linker/some post-proc tool should be better at that job. It already has all that information.
- copper 15y agoHm, I'd rather pay the cost of having to add a virtual keyword in a few places (easily found using the equivalent of g++ -Wnon-virtual-dtor, and you do ship C++ code that is warning-free, right? :) rather than have to deal with up to eight bytes extra per instance in all my classes.
- malkia 15y agoThanks for the hint! Actually I did not know about this option. I've just fixed such bug in one of our tools, written using wxWidgets for Windows. Have to check MSVC on this option. At the same time a coworker was able to get the Xbox360 analyze thing and it worked finding suspicious stuff in the runtime code. But we have only the professional version for PC :(
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- fauigerzigerk 15y agoThere's no reason the meta structures couldn't be completely seperate from the regular type system and method dispatch. All that's needed is a couple of function pointers. I think the impact on performance could be zero.
- deleted 15y ago[deleted]
- sjwright 15y agoI think you might be grossly overestimating the performance penalty of Objective C's dynamic behaviours and message passing. I did too when I started programming with it, but then I did some quick benchmarking and realised the penalty was negligible bordering on nil. For big loops, be comforted in knowing that message passing is aggressively cached; the second and subsequent calls are barely slower than a C method call. And for those insanely big loops, with methodForSelector: you can bypass message passing entirely and call the method directly... you speed freak.
- pmarin 15y agoHave you replied the wrong thread? I was not talking about message passing.
- stopmi 15y agomaybe because reflection/introspection is done via "Objective C's dynamic behaviours and message passing"?
- leon_ 15y agoActually these are only convenience methods. For example to get a class name you can either use [object className]. Or you can use object_getClassName()/directly access "anObject->class_pointer->name" without dispatching any messages. The same goes for any other runtime attribute of an object.
- sorbits 15y agoC++ is used in environments where every byte and cycle counts, regardless of your personal experience, run-time meta data (and going via lookup tables) does have a big measurable overhead that many prefer to avoid. Adding to that, the things a C++ compiler can do at compile time (via static typing and full knowledge of the types) is pretty convenient and impressive, relying on these things to be done at run-time is often complex and/or require more code to be written by the programmer.
- xilun0 15y agoIt could have 0 impact if you don't use it (like a lot of things in C++)